리스트 순서가 변경되지 않게 시스템 변경
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class ItemPrefab : MonoBehaviour
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public class EquipmentItemPrefab : MonoBehaviour
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{
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[SerializeField] Image image;
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@ -18,8 +18,6 @@ public class ItemPrefab : MonoBehaviour
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image.sprite = Statics.stringIcons[equipmentData.name];
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}
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public void SelectItem()
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{
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UnitSetUiCtrl.Instance.ItemSet(this, equipment, equipmentData);
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@ -1,8 +1,59 @@
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using JetBrains.Annotations;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ShopUiCtrl : MonoBehaviour
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public class ShopUiCtrl : SingletonMonoBehaviour<ShopUiCtrl>
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{
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[SerializeField] GameObject itemPrefab;
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[SerializeField] Transform itemContent;
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}
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GameObjectPool<ShopMenuItem> itemPrefabList;
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List<ShopMenuItem> onItemPrefabList;
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protected override void OnAwake()
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{
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itemPrefabList = new GameObjectPool<ShopMenuItem>(5, () =>
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{
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var obj = Instantiate(itemPrefab, itemContent);
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obj.SetActive(false);
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var clone = obj.GetComponent<ShopMenuItem>();
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return clone;
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});
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onItemPrefabList = new List<ShopMenuItem>();
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}
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private void OnEnable()
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{
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Dictionary<long, ShopData> shopDatas = Statics.excelDatas.shopData;
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if(shopDatas.Count != onItemPrefabList.Count)
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{
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foreach (var item in onItemPrefabList)
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{
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item.gameObject.SetActive(false);
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itemPrefabList.push(item);
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}
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onItemPrefabList.Clear();
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foreach (var item in shopDatas)
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{
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ShopMenuItem shopMenuItem = itemPrefabList.pop();
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shopMenuItem.Set(item.Value);
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shopMenuItem.gameObject.SetActive(true);
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onItemPrefabList.Add(shopMenuItem);
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}
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if (onItemPrefabList.Count != 0)
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onItemPrefabList[0].SelectButton();
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}
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}
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public void SelectShopMenu()
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{
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for(int n = 0; n < onItemPrefabList.Count; n++)
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{
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onItemPrefabList[n].ChangeButton();
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}
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}
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}
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@ -58,14 +58,14 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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//유닛 장착 아이템 정보
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[SerializeField] Image[] equipItems;
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GameObjectPool<ItemPrefab> itemPrefabList;
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GameObjectPool<EquipmentItemPrefab> itemPrefabList;
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GameObjectPool<UnitPrefab> unitPrefabList;
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List<ItemPrefab> onItemPrefabList;
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List<EquipmentItemPrefab> onItemPrefabList;
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List<UnitPrefab> onUnitPrefabList;
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Equipment selectItem;
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ItemPrefab selectItemPrefab;
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EquipmentItemPrefab selectItemPrefab;
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DeckUnitInfo selectUnit;
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UnitPrefab selectUnitPrefab;
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@ -75,13 +75,13 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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protected override void OnAwake()
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{
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maxLevel.text = Statics.dynamic["maxLevel"];
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onItemPrefabList = new List<ItemPrefab>();
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onItemPrefabList = new List<EquipmentItemPrefab>();
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onUnitPrefabList = new List<UnitPrefab>();
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itemPrefabList = new GameObjectPool<ItemPrefab>(5, () =>
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itemPrefabList = new GameObjectPool<EquipmentItemPrefab>(5, () =>
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{
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var obj = Instantiate(itemPrefab, itemContent);
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obj.SetActive(false);
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var clone = obj.GetComponent<ItemPrefab>();
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var clone = obj.GetComponent<EquipmentItemPrefab>();
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return clone;
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});
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unitPrefabList = new GameObjectPool<UnitPrefab>(5, () =>
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@ -103,9 +103,10 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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//장착된 아이템 스킵
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if (item.equip_unit != 0)
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continue;
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ItemPrefab prefab = itemPrefabList.pop();
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EquipmentItemPrefab prefab = itemPrefabList.pop();
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prefab.SetData(item);
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prefab.gameObject.SetActive(true);
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prefab.GetComponent<RectTransform>().SetAsLastSibling();
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onItemPrefabList.Add(prefab);
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}
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@ -297,7 +298,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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UnitObject.GetComponent<UnitCtrl>().enabled = false;
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}
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public void ItemSet(ItemPrefab itemPrefab, Equipment equipment, EquipmentData equipmentData)
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public void ItemSet(EquipmentItemPrefab itemPrefab, Equipment equipment, EquipmentData equipmentData)
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{
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this.selectItemPrefab = itemPrefab;
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this.selectItem = equipment;
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@ -494,7 +495,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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if(data.equipment.equip_unit == 0)
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{
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//생성
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ItemPrefab prefab = itemPrefabList.pop();
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EquipmentItemPrefab prefab = itemPrefabList.pop();
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prefab.SetData(data.equipment);
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prefab.gameObject.SetActive(true);
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onItemPrefabList.Add(prefab);
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@ -526,7 +527,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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}
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}
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//이곳은 장착 해제 여부밖에 나올수 없어 이렇게 작업됨.
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ItemPrefab prefab = itemPrefabList.pop();
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EquipmentItemPrefab prefab = itemPrefabList.pop();
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prefab.SetData(data.change_equipment);
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prefab.gameObject.SetActive(true);
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onItemPrefabList.Add(prefab);
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@ -0,0 +1,43 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class ShopMenuItem : MonoBehaviour
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{
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[SerializeField] RectTransform image;
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[SerializeField] TMP_Text text;
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ShopData shopData;
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bool isSelect = false;
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public void Set(ShopData shopData)
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{
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this.shopData = shopData;
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text.text = shopData.name;
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}
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public void SelectButton()
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{
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isSelect = true;
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ShopUiCtrl.Instance.SelectShopMenu();
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}
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public void ChangeButton()
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{
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if (isSelect)
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{
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image.offsetMin = new Vector2(-15.0f, -5.0f);
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image.offsetMax = new Vector2(0.0f, 5.0f);
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text.fontSize = 43.2f;
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}
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else
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{
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image.offsetMin = new Vector2 (0.0f, 0.0f);
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image.offsetMax = new Vector2(0.0f, 0.0f);
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text.fontSize = 36.0f;
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}
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isSelect = false;
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}
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}
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File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue